Files
blender/intern/cycles/kernel/kernel_shadow_catcher.h
Brecht Van Lommel 1df3b51988 Cycles: replace integrator state argument macros
* Rename struct KernelGlobals to struct KernelGlobalsCPU
* Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs
  that every device can define in its own way.
* Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and
  replace with these new typedefs.
* Add explicit state argument to INTEGRATOR_STATE and similar macros

In preparation for decoupling main and shadow paths.

Differential Revision: https://developer.blender.org/D12888
2021-10-18 19:02:10 +02:00

123 lines
3.9 KiB
C

/*
* Copyright 2011-2021 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "kernel/integrator/integrator_state_util.h"
#include "kernel/kernel_path_state.h"
CCL_NAMESPACE_BEGIN
/* Check whether current surface bounce is where path is to be split for the shadow catcher. */
ccl_device_inline bool kernel_shadow_catcher_is_path_split_bounce(KernelGlobals kg,
IntegratorState state,
const int object_flag)
{
#ifdef __SHADOW_CATCHER__
if (!kernel_data.integrator.has_shadow_catcher) {
return false;
}
/* Check the flag first, avoiding fetches form global memory. */
if ((object_flag & SD_OBJECT_SHADOW_CATCHER) == 0) {
return false;
}
if (object_flag & SD_OBJECT_HOLDOUT_MASK) {
return false;
}
const int path_flag = INTEGRATOR_STATE(state, path, flag);
if ((path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) == 0) {
/* Split only on primary rays, secondary bounces are to treat shadow catcher as a regular
* object. */
return false;
}
if (path_flag & PATH_RAY_SHADOW_CATCHER_PASS) {
return false;
}
return true;
#else
(void)object_flag;
return false;
#endif
}
/* Check whether the current path can still split. */
ccl_device_inline bool kernel_shadow_catcher_path_can_split(KernelGlobals kg,
ConstIntegratorState state)
{
if (INTEGRATOR_PATH_IS_TERMINATED && INTEGRATOR_SHADOW_PATH_IS_TERMINATED) {
return false;
}
const int path_flag = INTEGRATOR_STATE(state, path, flag);
if (path_flag & PATH_RAY_SHADOW_CATCHER_HIT) {
/* Shadow catcher was already hit and the state was split. No further split is allowed. */
return false;
}
return (path_flag & PATH_RAY_TRANSPARENT_BACKGROUND) != 0;
}
/* NOTE: Leaves kernel scheduling information untouched. Use INIT semantic for one of the paths
* after this function. */
ccl_device_inline bool kernel_shadow_catcher_split(KernelGlobals kg,
IntegratorState state,
const int object_flags)
{
#ifdef __SHADOW_CATCHER__
if (!kernel_shadow_catcher_is_path_split_bounce(kg, state, object_flags)) {
return false;
}
/* The split is to be done. Mark the current state as such, so that it stops contributing to the
* shadow catcher matte pass, but keeps contributing to the combined pass. */
INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_HIT;
/* Split new state from the current one. This new state will only track contribution of shadow
* catcher objects ignoring non-catcher objects. */
integrator_state_shadow_catcher_split(kg, state);
return true;
#else
(void)object_flags;
return false;
#endif
}
#ifdef __SHADOW_CATCHER__
ccl_device_forceinline bool kernel_shadow_catcher_is_matte_path(KernelGlobals kg,
ConstIntegratorState state)
{
return (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_SHADOW_CATCHER_HIT) == 0;
}
ccl_device_forceinline bool kernel_shadow_catcher_is_object_pass(KernelGlobals kg,
ConstIntegratorState state)
{
return INTEGRATOR_STATE(state, path, flag) & PATH_RAY_SHADOW_CATCHER_PASS;
}
#endif /* __SHADOW_CATCHER__ */
CCL_NAMESPACE_END